Thanks, but I was looking for more of an alternative that wouldn't include using libraries that weren't made by myself.Although- It does look interesting so I will definitely check it out and give it a go!

The reason why I'm looking for an alternative that doesn't use a library; is because I've got this thing where I don't feel as accomplished if I didn't make 100% of it.

Honestly, you'd be foolish not to use LibGDX. Just because it's a third-party library doesn't mean you should shy away from it (Java2D and LWJGL are also third-party libraries). If you want to avoid third-party code at all costs, you should be writing your own rasterizer in C and assembly.

For example, here are three scenarios, and in all cases LibGDX is the best choice:

1. You want to make a game. Without LibGDX, you have a lot of boilerplate to write (game loop, texture handlers, shader compilation, tiled map loader, etc). LibGDX makes development smoother and allows you to focus on programming the game itself.

2. You want to learn general graphics programming. LibGDX gives you a high-level platform for manipulating GL, textures, shaders, and so forth without wasting time tinkering with hundreds of lines of OpenGL boilerplate. It's an easier way to learn the pipeline.

3. You want to learn OpenGL from the lowest level. At this point some people may suggest LWJGL, but really LibGDX is just another OpenGL wrapper at its core. So you can get down to the nitty-gritty and write your own texture loaders, if you really want to reinvent the wheel. The difference is, you're working with a cross-platform solution (LibGDX ports to iOS, WebGL, Android, and Desktop) as opposed to LWJGL, a desktop-only solution. And, with LibGDX, you have the option to use its utilities (shaders, asset management, image decoders, 3D model loaders, JNI-accelerated matrix math) whenever you want.

If I still haven't convinced you... and you refuse to use LibGDX, start poking around my tutorials and code here (which is just "straight LWJGL").

Honestly, you'd be foolish not to use LibGDX. Just because it's a third-party library doesn't mean you should shy away from it (Java2D and LWJGL are also third-party libraries). If you want to avoid third-party code at all costs, you should be writing your own rasterizer in C and assembly.

Assembly and C involve 3rd party code. Type the .bin files out by hand.

Anyway, NIH is not neccessarily a bad thing. You have to realise your limits and not go about creating a new operating system just to make a game.

There is also a good reason for NIH:

The more "easy-to-use libraries" out there, the more n00bs you get asking stupid questions about things that would be obvious had they learnt how things really work.

The main reason why I don't like using third party libraries is because I like to know how everything works.

For example; I've always wanted to create my own really basic 3D rendering. Similar to what RuneScape used back in 2003-2006. (Software Rendering)But their client's rendering is so obfuscated that I couldn't learn from it.

The main reason why I don't like using third party libraries is because I like to know how everything works.

For example; I've always wanted to create my own really basic 3D rendering. Similar to what RuneScape used back in 2003-2006. (Software Rendering)But their client's rendering is so obfuscated that I couldn't learn from it.

It's not actually hard to make your own software 3D rasterizers. I've made quite a few about 10 years ago. I hope you can read quickbasic...(Scroll down for the 3D series.)

When I said writing your own rasterizer, I meant it as a joke. It will lead to pretty terrible performance compared to LibGDX and you will be nowhere closer to making a 2D game. Can I ask why you didn't like the library and/or how you feel it could be improved?

When I said writing your own rasterizer, I meant it as a joke. It will lead to pretty terrible performance compared to LibGDX and you will be nowhere closer to making a 2D game. Can I ask why you didn't like the library and/or how you feel it could be improved?

Just curious.

LibGDX may have an upper hand on performance, but that doesn't necessarily mean the rasterizer would be bad.

I didn't enjoy using the library because I feel like I should be learning how to create my own tools and use those tools to make my own content.

I've got a severe case of NIH and so far nothing has cured me of it.

Edit: Actually, I'm thinking of using either LWJGL or some basic wrapper for OpenGL.

I know LibGDX is derived from LWJGL but it's just the way LibGDX is setup that I don't like very much.

java-gaming.org is not responsible for the content posted by its members, including references to external websites,
and other references that may or may not have a relation with our primarily
gaming and game production oriented community.
inquiries and complaints can be sent via email to the info‑account of the
company managing the website of java‑gaming.org